using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        byte[] buffer;

        Microphone mic = Microphone.Default;

        DynamicSoundEffectInstance microphoneSoundEffect;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            
          
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);



            microphoneSoundEffect = new DynamicSoundEffectInstance(22050, AudioChannels.Mono);

            mic.BufferDuration = TimeSpan.FromMilliseconds(100);
            buffer = new byte[mic.GetSampleSizeInBytes(mic.BufferDuration)];
            mic.BufferReady += handleBufferReady;

            
            
        }

        private void handleBufferReady(object sender, EventArgs e)
        {
            mic.GetData(buffer);


            //DynamicSoundEffectInstance microphoneSoundEffect = new DynamicSoundEffectInstance(22050, AudioChannels.Mono);
           

            microphoneSoundEffect.SubmitBuffer(buffer);
        
            microphoneSoundEffect.Play();
            
   
        }

        double SineWave(double time)
        {
            return Math.Sin(2 * Math.PI * time);
        }


        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if(Keyboard.GetState().IsKeyDown(Keys.LeftAlt))
                mic.Start();
            else
                mic.Stop();

            playMicrophoneInput();
            base.Update(gameTime);
        }

        private void playMicrophoneInput()
        {

            
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
